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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Remove std::couts littered throughout the base (#1313)
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@@ -16,6 +16,12 @@
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#include "AssetManager.h"
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#include "dConfig.h"
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void Level::SceneObjectDataChunk::PrintAllObjects() const {
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for (const auto& [id, sceneObj] : objects) {
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LOG("ID: %d LOT: %d", id, sceneObj.lot);
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}
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}
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Level::Level(Zone* parentZone, const std::string& filepath) {
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m_ParentZone = parentZone;
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@@ -33,9 +39,9 @@ Level::Level(Zone* parentZone, const std::string& filepath) {
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}
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Level::~Level() {
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for (std::map<uint32_t, Header>::iterator it = m_ChunkHeaders.begin(); it != m_ChunkHeaders.end(); ++it) {
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if (it->second.id == Level::ChunkTypeID::FileInfo) delete it->second.fileInfo;
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if (it->second.id == Level::ChunkTypeID::SceneObjectData) delete it->second.sceneObjects;
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for (auto& [id, header] : m_ChunkHeaders) {
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if (header.id == Level::ChunkTypeID::FileInfo) delete header.fileInfo;
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if (header.id == Level::ChunkTypeID::SceneObjectData) delete header.sceneObjects;
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}
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}
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@@ -248,8 +254,8 @@ void Level::ReadSceneObjectDataChunk(std::istream& file, Header& header) {
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BinaryIO::BinaryRead(file, obj.id);
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BinaryIO::BinaryRead(file, obj.lot);
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/*if (header.fileInfo->version >= 0x26)*/ BinaryIO::BinaryRead(file, obj.value1);
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/*if (header.fileInfo->version >= 0x20)*/ BinaryIO::BinaryRead(file, obj.value2);
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/*if (header.fileInfo->version >= 0x26)*/ BinaryIO::BinaryRead(file, obj.nodeType);
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/*if (header.fileInfo->version >= 0x20)*/ BinaryIO::BinaryRead(file, obj.glomId);
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BinaryIO::BinaryRead(file, obj.position);
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BinaryIO::BinaryRead(file, obj.rotation);
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@@ -30,11 +30,7 @@ public:
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struct SceneObjectDataChunk {
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std::map<LWOOBJID, SceneObject> objects;
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const void PrintAllObjects() {
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for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
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std::cout << "\t ID: " << it->first << " LOT: " << it->second.lot << std::endl;
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}
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}
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void PrintAllObjects() const;
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uint32_t GetObjectCount() { return objects.size(); }
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};
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@@ -148,6 +148,8 @@ struct PropertyPath {
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float repMultiplier;
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PropertyRentalPeriod rentalPeriod;
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PropertyAchievmentRequired achievementRequired;
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// Player respawn coordinates in the main zone (not the property zone)
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NiPoint3 playerZoneCoords;
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float maxBuildHeight;
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};
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@@ -12,8 +12,8 @@ struct mapCompareLwoSceneIDs {
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struct SceneObject {
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LWOOBJID id;
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LOT lot;
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uint32_t value1;
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uint32_t value2;
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uint32_t nodeType;
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uint32_t glomId;
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NiPoint3 position;
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NiQuaternion rotation;
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float scale = 1.0f;
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